Search found 117 matches

by Rochambeau
Thu Jan 02, 2020 06:18
Forum: Mod Releases
Topic: [Mod] Petz [DEPRECATED] [petz]
Replies: 1496
Views: 242438

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.21)

runs wrote: No, an empty bucket is added to your inventory (mobkit version). Even if full inventory, the wielded bucket changes.
You are right, I found a conflict with runfast. It makes the bucket disappear when drinking milk.

Guess I have to find another running mod.
by Rochambeau
Wed Jan 01, 2020 13:54
Forum: Mod Releases
Topic: [Mod] Petz [DEPRECATED] [petz]
Replies: 1496
Views: 242438

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.21)

Bug?
When drinking milk, the whole bucket disappears. I would expect an empty bucket. :-)
by Rochambeau
Tue Dec 31, 2019 15:56
Forum: Mod Releases
Topic: [Mod] Petz [DEPRECATED] [petz]
Replies: 1496
Views: 242438

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.21)

Why are not all petz breedable? Would it be easily possible to make all petz breedable?
by Rochambeau
Tue Nov 05, 2019 11:49
Forum: Mod Releases
Topic: [Mod] Petz [DEPRECATED] [petz]
Replies: 1496
Views: 242438

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.5.4)

With the current spawn mechanism, I only see petz when I stay in one place for some time. When I explore new regions, I never meet any petz as long as I'm moving. Could you please implement something like "register_on_generated" to spawn some mobs on world generation, so I could run into m...
by Rochambeau
Fri Nov 01, 2019 17:35
Forum: Mod Releases
Topic: [Mod] Petz [DEPRECATED] [petz]
Replies: 1496
Views: 242438

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.4)

I just installed Minetest on my Android device and started a new MTgame with only mobkit and Petz from ContentDB. Entities spawn, but they do not move at all. I can reproduce this behaviour on my Manjaro Linux PC. Aren't Petz supposed to roam around? Yes. Ensure you have the very latest versions: M...
by Rochambeau
Fri Nov 01, 2019 16:48
Forum: Mod Releases
Topic: [Mod] Petz [DEPRECATED] [petz]
Replies: 1496
Views: 242438

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.4)

I just installed Minetest on my Android device and started a new MTgame with only mobkit and Petz from ContentDB. Entities spawn, but they do not move at all.

I can reproduce this behaviour on my Manjaro Linux PC.

Aren't Petz supposed to roam around?
by Rochambeau
Sat Jun 29, 2019 19:55
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2494
Views: 635349

Re: [Mod] Mobs Redo [1.50] [mobs]

With the current spawn mechanism, I only see mobs when I stay in one place for some time. When I explore new regions, I never meet any mobs as long as I'm moving. So regarding monsters, I am safe as long as I'm on the run. Could you please implement something like "register_on_generated" t...
by Rochambeau
Tue Jan 22, 2019 18:44
Forum: Modding Discussion
Topic: Reasons to build a home
Replies: 30
Views: 5954

Re: Reasons to build a home

I wanted to extend my mod so that beds can only be placed under a roof and worked with "register_on_placenode". Sadly, when placing a bed, my code wasn't executed at all. It worked with other blocks. Is there something special about beds, that they don't run "register_on_placenode&quo...
by Rochambeau
Thu Jan 17, 2019 09:00
Forum: Modding Discussion
Topic: Reasons to build a home
Replies: 30
Views: 5954

Re: Reasons to build a home

Hm, I've checked beds api.lua, but didn't find anything usable.

So I went with "minetest.override_item" and added something to the "on_rightclick" function.
by Rochambeau
Wed Jan 16, 2019 17:32
Forum: Modding Discussion
Topic: Reasons to build a home
Replies: 30
Views: 5954

Re: Reasons to build a home

Any idea how I can detect if a bed was used?
by Rochambeau
Wed Jan 16, 2019 09:10
Forum: Modding Discussion
Topic: Reasons to build a home
Replies: 30
Views: 5954

Re: Reasons to build a home

Nah, seeing your screenshot I wouldn't dare to forbid storage rooms. :-) There must be other ways to make the player come home from time to time. The first step was to make him use workbenches instead of crafting new pickaxes on the fly. Maybe the need for sleep needs a step up. If the player doesn'...
by Rochambeau
Tue Jan 15, 2019 19:13
Forum: Modding Discussion
Topic: Reasons to build a home
Replies: 30
Views: 5954

Re: Reasons to build a home

It's been a while, had some other games to play. :-) A first prototype is coded which introduces workbenches. https://forum.minetest.net/download/file.php?mode=view&id=17968&sid=bea38803586a8311cd8aabda84745f10 Wooden items can only be crafted near a wood workbench. Stone items can only be c...
by Rochambeau
Tue Aug 28, 2018 08:56
Forum: Modding Discussion
Topic: Reasons to build a home
Replies: 30
Views: 5954

Reasons to build a home

I really like building houses/castles/towers/etc. in minetest because it makes a lot of fun. But when playing in survival mode, I sometimes ask myself: Why should I design a super duper castle if a 5x5x2 dirt cube with no windows has the same benefits? Unless you're playing with mobs that could kill...
by Rochambeau
Fri Aug 10, 2018 05:24
Forum: Mod Releases
Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
Replies: 162
Views: 69007

Re: [Mod] Snow, rain, clouds (with sound) [snowdrift]

Simply beautiful. My favourite weather mod!

Is it somehow possible to check if it's raining on a player?

I imagine a mod where you catch a cold if you get wet too long. Something like this or that, just with rain.
by Rochambeau
Mon Jul 30, 2018 19:07
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 90
Views: 16055

Re: [Mod] Settlements [settlements]

For your usecase, it would probably be much better to place the houses as schematics than LVMs. Not sure what you're doing right now Thank you for your explanation. I dropped the migration to LVM and work with get_node/swap_node again. I'm quite pleased with its performance. Latest bugfixes: - forc...
by Rochambeau
Sun Jul 29, 2018 19:03
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 90
Views: 16055

Re: [Mod] Settlements [settlements]

Some bigger changes since last time. Mostly under the hood. Every function with get/set_node has a corresponding function using LuaVoxelManip. After several tests: not much difference in performance. At least on my system (2014 Intel i7-4510U). If somebody wants to try both systems, set "settle...
by Rochambeau
Fri Jul 27, 2018 19:38
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 90
Views: 16055

Re: [Mod] Settlements [settlements]

Sokomine wrote: What do you need that for? Just use the heightmap!
I mostly play with valleys mapgen and heightmap is not really reliable. I suspect this problem is not resolved yet ?
by Rochambeau
Thu Jul 26, 2018 06:18
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 90
Views: 16055

Re: [Mod] Settlements [settlements]

Your houses are pretty small. I'm unsure weather they'll really profit from LuaVoxelManip or not. The mod doesn't use "set_node" too much, but the function find_surface with its "get_node_or_nil" is called pretty often. So the main reason for switching to LVM is this: Every time...
by Rochambeau
Wed Jul 25, 2018 18:23
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 90
Views: 16055

Re: [Mod] Settlements [settlements]

Nice mod! Villages blend well with terrain. Mob NPCs get stuck. Perhaps add options to allow advanced_npcs or working_villagers. Lava and water do not seem to be appropriately contained, as I have to rush to build walls around those liquids when a village spawns nearby. Is it possible to add more b...
by Rochambeau
Sat Jul 21, 2018 10:40
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 90
Views: 16055

Re: [Mod] Settlements [settlements]

This settlement was cut off at a height of about 31 (most likely mapchunk border) Hm, I guess I need to find a way to force load neighboring chunks. Some other problem I stumbled upon migrating to LuaVoxelManip: My subroutine to calculate pos on circles around the settlement center (cos, sin) somet...
by Rochambeau
Thu Jul 19, 2018 07:22
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 90
Views: 16055

Re: [Mod] Settlements [settlements]

Replaced my own routine of height detection, because it was too slow. The mod uses the official heightmap now, though it seems a little buggy.
I often get heightmaps consisting of purely -31000 or other values that are impossible. I'm trying to filter those buggy heightmaps.
by Rochambeau
Tue Jul 17, 2018 11:00
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 90
Views: 16055

Re: [Mod] Settlements [settlements]

Nice mod. I'm now testing it. It works but it might also throw this error: 2018-07-17 11:14:21: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenRuntime error from mod 'settlements' in callback environment_OnGenerated(): ...k1asw/blb/minetest/bin/../mods/settlements/utils.lua:35: attempt to index ...
by Rochambeau
Tue Jul 17, 2018 08:28
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 90
Views: 16055

Re: [Mod] Settlements [settlements]

Found a way to create some gravel paths:
Image

Still in early stage and much space for improvement. But it works.
by Rochambeau
Fri Jul 13, 2018 19:13
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 90
Views: 16055

Re: [Mod] Settlements [settlements]

Added simple height detection. Settlements are only created, when the height difference is 10 or less. So no hardcore mountain settlements anymore.
Still heavy WIP.